The Sculpting process
First i subdivided the model so that it was able to have detailed sculpting done on it. This does make it have a lot of polygons, but we'll be able to reduce the poly count later on with our retopology.
I enabled Dyntopo (In acknowledge this is a tool that is seen as sometimes a bit risky as it can mess with topology, however without it the amount of detail we can add is limited. It also allows us to do whatever we like to the structure of the character as this is a very monstrous character.) Detail is at 5px. 5px is not really too necessary, however it allows more specific sculpting.
Wasn't too sure how to explain the sculpting however I'll try to explain it more with words than Images.
The lines and details were all with the Draw Sharp tool, which draws into the object. I used the smoothing tool to smooth specific parts out and around the rough edges. I used the snake hook tool for the horns and for the ghost like leg section. I then also used the draw tool to add extra mass where it was needed. Those were the primary tools i used.
Next it textured the character. I used Krita and various brushes to create a mysterious Smokey red demon skin texture as that's what i was aiming for the character to have. I didn't need to do specific parts specific ways since the whole texture was the same as the character was essentially just a mass of pure fear itself and i wanted to symbolise that as much as possible.
This is the textured character! ^ Time to make the Arm Blades and the Orb Prop!
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